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On October 30 2013 10:20 wei2coolman wrote: So you bring up varus instead of viktor? Which is a much bigger impact. And tbe reason it it doesn't matter for varus was cuz he was never initially inhibited by mana in the first place. Comparing full rotation with pre and post mana buff varus is pointless.
I brought up Varus because I have actually played him before.
The Viktor change is also minor. His ult isn't what's making him constrained by mana, it's Death Ray.
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An extra deathray in midgame teamfight is not a 'minor' change?
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Because Viktor is such a top pick overpowered champion, right?
I'm just not even gonna. It's too dumb.
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Actually if you have a bit of poke going on and the need for the emergency Q in case you get dove dived fkin scrub me, it was more often "not enough mana to ult anymore" over "one more deathray", since its cost is (was) higher at all levels anyway (also easier to cast something like QER because Q brings the shield and E has no cast time contrary to R, so smoother).
Oh God Ketara stop. Or just go and do something like read every single patch since Darius came out. It's getting annoying to see you ignore what everyone's been telling you "yo it's been a trend for awhile" with a "LOL ONLY 5 CHAMPS" or "LOL YEAH VIKTOR SO OP". Gosh. Just because you can't apply mathematic formulas to it doesn't mean it doesn't hold sense.
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so they changed charm back to only magic and not affecting the true damage part of orb? goddamit man
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On October 30 2013 10:50 FinestHour wrote: so they changed charm back to only magic and not affecting the true damage part of orb? goddamit man In exchange, the W+R nerfs have been scaled back pretty handily.
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Look, the mana changes may, or may not be, both impactful and systemic. What cannot be debated, however, is that this game is disproportionately dominated by Manaless champions. Given the nearly indisputable fact that Riot is unable to fix this issue, perhaps the only reliable fix is to reduce mana costs for non-mids, who are all really quite blue-buff reliant.
Considering there are no manaless botlane champions, the frequency that they are picked (in total) is crazy. Top in basically: Shen/Renekton/Jax. With also Rumble, ZAC, and Kennen common. Jungle: Jarvan/Vi/Elise (1/2 manaless)/Lee/Aarox. Mid: Zed + everyone else (used mana), but that is all about the blue buff.
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Interesting thought on the mana changes though, is actually a buff to mana regen item, and a nerf to flat mana items.
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ao shin is actually first manaless adc coming soon to a moba near you
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On October 30 2013 10:58 FinestHour wrote: ao shin is actually first manaless adc coming soon to a moba near you
Is ao-shin actually manaless?
qq
Why they keep making manaless champs.
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On October 30 2013 10:58 FinestHour wrote: ao shin is actually first manaless adc coming soon to a moba near you gotta counter the Jinx release with another adc, obviously.
I still prefer my idea of Jinx nerf of requires more charges for minigun to rev up, rather than just a flat early game nerf. Also why don't they touch jinx's ult? That thing is bonkers. What makes her so good is she's an ADC that can effectively "steal" kills. That means it becomes much harder to shut her down.
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was only joke no idea if it is but i mean is it reaaally that unlikely
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United States47024 Posts
The thing about the ult mana changes is that it's just indicative of Riot's attitude toward resource systems as a whole. Long CD, high mana cost ultimates, are not part of resource management in the long term. Their costs, are, however, part of resource management in the short term. If you want to design a mana champ with short-term gated resource management, the ult mana cost is an important component to this.
Essentially Riot's attitude here seems to be: - Mana = short term unlimited, long-term gated - Energy, Fury, Heat, etc. = short term gated, long-term unlimited It's a binary attitude toward resource design, rather than a much more granular approach which allows you to fine-tune how limiting a champ's resource consumption is in both the short-term and long-term.
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On October 30 2013 11:03 FinestHour wrote: was only joke no idea if it is but i mean is it reaaally that unlikely
don't worry his %hp damage and stance switch will make up for it
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United States23745 Posts
On October 30 2013 08:12 TheYango wrote:-_- Riot pls I loved they had a whole header for that and I knew you would hate it lol.
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I enjoy having none of the champions that I play getting nerfed. I also enjoy Viktor's ult not costing TWO HUNDRED AND TWENTY FIVE MANA at level 3. Seriously, come on.
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On October 30 2013 11:12 TheYango wrote: The thing about the ult mana changes is that it's just indicative of Riot's attitude toward resource systems as a whole. Long CD, high mana cost ultimates, are not part of resource management in the long term. Their costs, are, however, part of resource management in the short term. If you want to design a mana champ with short-term gated resource management, the ult mana cost is an important component to this.
Essentially Riot's attitude here seems to be: - Mana = short term unlimited, long-term gated - Energy, Fury, Heat, etc. = short term gated, long-term unlimited It's a binary attitude toward resource design, rather than a much more granular approach which allows you to fine-tune how limiting a champ's resource consumption is in both the short-term and long-term.
Not really, they took energy costs off of all ults...
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On October 30 2013 11:29 GolemMadness wrote: I enjoy having none of the champions that I play getting nerfed. I also enjoy Viktor's ult not costing TWO HUNDRED AND TWENTY FIVE MANA at level 3. Seriously, come on.
Crowstorm still chillin at 250 mana cost lvl 3, expect that to be flat 100 come next patch. Primordial Burst still 225 as well, whatever are poor Veigar players to do having to plan for that extra 125 mana in their combos, rito plz.
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On October 30 2013 09:45 Alaric wrote: Putting that fall-off on her Ricochet is so dumb, and makes it even easier to have you fucked up by random minion/pet-summoning champions. She's already down to half her AD starting from the second bounce. Obviously since she has 3 bounces it adds up rather quickly (something like 400 damage to said second bounce at max level and some items) but since she's only got 500 range and is very likely to be chased out of the fight it makes it really dependant on the bounce range to see whether or not it's actually usable in realistic situations.
Ricochet has infinite bounces per attack, it's just gated by aoe range, that multiplier you mentioned, and being only 3 attacks. Last time I played it on the PBE it also still reset your AA but it didn't go on CD until you used the buff up.
Still really meh and you still run into annoying situations where your ricochet doesn't hit every minion in the wave. I'd be fine with ricochet not being a toggle anymore if they made it actually feel good to use rather than suck so much arse.
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Fizz
Summary: The active ability power ratio of Seastone Trident has been reduced significantly.
Context: We’re aiming to reduce some of Fizz’s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights.
Playful / Trickster
Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster)
Seastone Trident
Active Ability Power ratio reduced to 0.15 (from 0.35) Lol. This makes no sense. "early game damage was too high so we nerfed the ratios". ADC are too stong late so we buffed their late game dps.
On October 30 2013 08:17 [DUF]MethodMan wrote:Show nested quote +On October 30 2013 08:12 TheYango wrote:Mana Cost Reductions on Ultimates -_- Riot pls and this. why don't they remove mana in its entirety? even when i got into league 1,5yrs ago it already felt like a random stat, just used to keep certain champions in place early game. I disagree with the reasoning. Why can't ults be gated by mana as well as cooldown? That just rewards lazy play though it barely affects anyone since usually we're all good enough to keep enough mana for an ult.
I feel mana is only an important stat early game. Late game mana gated junglers will have a spirit of the ancient golem (7 mana per 5) and their natural mana pool growth which outscales spell costs. Sejuani for instance gains 40 mana per level and her Q only increases by 5 per level. Junglers rarely push lanes so all they do is use it on teamfights. Energy on the other hand punishes players late game. After Lee uses his full combo in a big teamfight he will be not be able to use his abilities on cooldown but will have to wait for energy. Even if you don't have energy or mana costs, Garen has little advantage over a Jax when Jax doesn't need to worry about his mana costs anymore.
Support almost never have to push lanes so they're fine on mana. Tops, and ADC can push lanes just fine without using mana. Mids generally have blue buff and when they don't, chalice.
Context: When we approached reworking Sivir, we shied away from homogenizing her as another generic Marksman. Instead we took a route where we wanted to highlight Sivir’s unique traits, like her ability to deal high area-of-effect damage with Ricochet and her large team-wide mobility boost in On the Hunt. Our focus here is to ensure that dedicated Sivir players will still be able to enjoy the core gameplay mechanics they’ve come to appreciate while also bringing Sivir up to our modern gameplay standards and aesthetics. Calling Sivir unique as an AoE champion is like calling Burter from DBZ the fastest guy in the Galaxy. I mean, it's nice to make her feel special, but we all know the other ADC are just as fast/almost just as fast at doing AoE damage. Especially when you tack a Runaan's on. If anything, that title belongs to Kayle (60 + 40% AD as damage in an area or 40%AP and 60 more on every Runaan's target) but now since Sivir does 70%,56%,45%,etc... total damage to her next two targets it will make her compete with Kayle, Twitch (for the potential devestation of his ult), Jinx(up to 210% with rockets to a target with if 3 targets are close) for title of best AoE damage on a ranged carry. It's not a unique spot at all.
Movement speed for the whole team is nice, but that's Jayce's thing too. And GP's. And Karma's. And anyone with Shureleyas.
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